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Author Topic: Permanent smoke?  (Read 1094 times)

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GavinP

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Permanent smoke?
« on: 04 Jun 2006, 12:08:12 »
Hi, I've got a mission where you have to get to a destroyed convoy, which I want the players to locate from the smoke generated from destroying the vehicles. Problem is, the smoke doesn't last long enough. Is it possible for a vehicle to continue generating smoke the entire mission?

Cheers,

Offline Gogs

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Re: Permanent smoke?
« Reply #1 on: 04 Jun 2006, 12:35:43 »
The easy way is just to place a fireplace from objects/Fire, and make it smoke using "This inflame true," then place that under the trucks. But a lot of better and more realistic scripts exist. (Looks wistfully at non functioning editors depo..... soon my son.) Still, I'll bet you a pint someone will post one here for you any second now...

GavinP

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Re: Permanent smoke?
« Reply #2 on: 04 Jun 2006, 13:25:16 »
Cheers gogs. I had thought about doing what you suggest, and still will if I have to, but i'm sure, like you, that someone will have the answer.

Offline RichUK

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Re: Permanent smoke?
« Reply #3 on: 05 Jun 2006, 05:21:39 »
Well, I hope that the attached "fireEffect.sqs" script by the master, General Baron, will be of help to you...

I have found it to be invaluable in my (long "in progress") Scuds Galore! misssion and have used it like this, to set the two engines on fire on the two wings of a plane after a scud attack:

Code: [Select]
air13 setDamage 1
[[-2,-2,0.7], 0.3, 120, air13] exec "fireEffect.sqs"
[[+2,-2,0.7], 0.3, 120, air13] exec "fireEffect.sqs"

The great general has fully commented the script, so you will need to experiment with it, and the way you call it (and stop it running) to suit your mission, but you should be able to work it out.  I am sure that the writer will be able to assist you if you have problems.

... of course there are many other ways to do the same thing, but this script is really excellent  ;D

PS: Don't forget to credit the general in your mission credits, of course!


[attachment deleted by admin]
« Last Edit: 05 Jun 2006, 05:24:51 by RichUK »

Offline DeanosBeano

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Re: Permanent smoke?
« Reply #4 on: 06 Jun 2006, 22:54:59 »
hi all, i have a script i had for along time ,its a bit of a get, to set up but its original by bis and slight modify by me :)

 basically i seperated the spark and fire element from the fire and left the smoke. the problem is that the vairables needed are not easy to understand so here i make real simple (honest :).

  ok set your first vehicle on map. save and alt tab go mission.sqs here find the vehicle. you see pos  and there is a number like so position[]={10853.542969,127.979996,3061.763916}; you only need[]={this number,127.979996,and this};
ignore the middle.

 
Code: [Select]
[[10853.542969,3061.763916,1.60], [0,0,1], 100, 5, "" ] exec "firesource.sqs"   make trig whatever init and call this  , you see i have put the numbers in and added on the end [10853.542969,3061.763916,1.60] << 1.60 ,its the height. you only need to do the above for each vehicle all below needs only to be done once.

 firesource.sqs
Code: [Select]
_posDrop = _this select 0
_velocity = _this select 1
_lifeTime = _this select 2
_intensity = _this select 3
_object = _this select 4


; Smoke
[_posDrop, _velocity, _lifeTime, _object] exec "smoke.sqs"

smoke.sqs
Code: [Select]
_posDrop = _this select 0
_velocity = _this select 1
_lifeTime = _this select 2
_object = _this select 3
_delay = 0.3
_lifeTicks = _lifeTime / _delay
_lifeTick = _lifeTicks

#Begin

drop ["cl_basic", "", "Billboard", 1, 10, _posDrop, _velocity, 1, 0.005, 0.0042, 0.5, [0.2,10], [[0,0,0,0], [0.3,0.3,0.3,1 * _lifeTick/_lifeTicks], [0.8,0.8,0.8,0.1 * _lifeTick/_lifeTicks], [0.8,0.8,0.8,0]], [0,1,0,1,0,1], 0.2, 0.2, "", "", _object]

~_delay

_lifeTick = _lifeTick - 1
?_lifeTick > 0 : goto "Begin"

please forgive me if this is ott, i posted for 2 reasons, 1 cause it seems to fit this topic and 2nd ,i always wanted to know if its way ott and there is a better way. :). i dont claim any i did this ,just made it fit for me :)
 
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